1UPGamers Interview with Markus Mäki
(link)
"The game concept was starting to develop in summer of 1995, and while
there were 3D games, it wasn’t seen to be a requirement (Carmageddon and
GTA 1 were released a year later than Death Rally). We wanted a game
that would be fun, wouldn’t require all the latest hardware, and one
that would be possible for a start-up company to get done in a
reasonable time."

VGChartz Interviews Matias Myllyrinne
(link)
"I think the biggest thing for any game is that they’re interactive. It’s
so blindingly obvious and it’s a bit trite to say, but how a game feels
and how it plays is at least as important as how it the fiction or
action you put people in. We’ve all played games where you might be
really enthralled by the story and you’re really engaged with it but the
camera’s broken and that really detracts from it. I think the key thing
for us with Death Rally is making sure the controls feel sweet."

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